L L4D2node

CEngineRecipientFilter::IsInitMessage

0x00157210 · 12 bytes · __thiscall

_ZNK22CEngineRecipientFilter13IsInitMessageEv

Decompiled

undefined (1 param)

/* CEngineRecipientFilter::IsInitMessage() const */

CEngineRecipientFilter __thiscall
CEngineRecipientFilter::IsInitMessage(CEngineRecipientFilter *this)

{
  return this[4];
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)